LBA2 is one of the first games I ever ever ever played. It came with our first ever PC, as part of the “Family Pack” along with other classics like Need For Speed 2 and… er… I don’t remember what else. Probably classics. Family classics.
Haven’t played it for ages, of course, and certainly haven’t ever blogged more than oblique mentions of it. I played the original Little Big Adventure a while ago and found it thoroughly traumatic, but LBA2 has always had a firm place in my heart. It’s not as traumatic.
I’ve maintained for a while now that I don’t actually like strategy games. I’m rubbish at them, I’m terrible at thinking beyond the short-term. My undying love belongs to the relentless, reflexive action of the shooter and the obsessive-compulsive inventory tetris of the RPG and the romance sub-plots shoehorned into both.
But I played Supreme Commander: Forged Alliance recently and… I enjoyed it. I was not good at it, but I muddled through on Normal difficulty. I like building bases. I like telling the units to mine resources and then build structures and build units. I don’t know why.
Here then, is another foray into the annals of RTS games that once piqued my interest. Can I find some answers in Earth 2150: Lost Souls?
So, several months after I actually got the physical box of the game, I finally managed to play Wolfenstein: The New Order, all thanks to a horrendous, mandatory, 10GB patch — 10GB being one month’s download cap, meaning I had to let it download in stages… over months. Because Steam couldn’t possibly let me play the game unpatched, no sirree.
Bah, first world problem. I have some shooting to do.
We’ve been through the cellular automata algorithm before. I said some things back then that were mostly theory — things I’ve now been able to test in the wild.
So how does one take a grid of noise and turn it into a functional RPG? Well, lucky for you, I’m getting close…